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As mentioned last post, working on getting a 3D character up and running in godot (open source game engine)~ I did get a metric ton of modeling done two nights ago!
the first model was the promised dummy model; it’s nothing to write home about in looks, but here it is with the absolute most basic walk cycle:
animation in blockbench was both …. harder than expected but also easier than expected once when everything started clicking. I’m glad I’m doing it in blockbench; a lot of things are simplified here where they wouldn’t in blender (bones, for one), but they export in basically exactly the same way, and a lot of the blender-specific complexity is genuinely unnecessary when you’re aiming for a maximum of 256 polys.
anyway, I got a little intimidated with the sheer amount of coding work involved in making the dummy character walk around in godot (tutorial i’ll eventually use), and decided to put that to the side when my brain’s in “coding mood” instead of the slight “creative mood” lean it’s in.
(It’s neat! I’ve discovered over the years my brain works best when i draw in bursts of cycles – roughly one month of heavy drawing > “hibernate” and fuck off to either reading, responding to messages, or coding > burst of drawing again. it always comes back, and weirdly enough with a strong sense of “leveling up” in the sense there’s a noticeable improvement even after the break. Maybe it’s the mind processing / defragging the lessons of the last burst?)
so i decided to take a break and go back to modeling the insert ~
2 hours later of me being that math lady meme: well, at least the model has a bitchin’ punk hairdo and boobs, that’s about the level of a 90’s low poly fem!model, right? 😛 this is about 120 polygons already with the above screenshot.
Here’s another shot where i was ever so slightly testing whether the color ratios even made sense or looked vaguely recognizable.
And here it is in a standard walk cycle that i ripped from the dummy’s walk cycle, because i was itching to see whether it would have some truly cursed motion. turns out it was pretty dead on. 😮 (I’m going to slightly shorten the right leg to give the model some uniqueness in the walk cycle and as a little easter egg to mine being shorter than the left due to the hip replacement which makes your leg longer. her having a slight limp wouldn’t be out of character too, as she’s the frankenstein-y regenerator spirit charmer druid.)
The final model I think ended up around 216 polys (was aiming for a max of 256); which is neat, maybe I can even make a spellbook with the extra polys.
next up is painting the textures – i’m going to do that in krita now that i know that krita-imported textures look great. then … it’ll probably be a choice of whether i want to start cracking my head against godot coding, importing the painted textures, or animating some other cycles like idle, jump, hop/flying (for the birdman, or maybe laguz characters idek) etc. or get started on some other characters >_>
lots to choose from ~ my laptop comes back early this week, so i’ll finally be able to have all of godot, blockbench, and krita on the same computer for the first time, ayyy.
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glad to hear the gamedev saga hits the right notes! weirdly enough way easier to learn than i thought it'd be lol